Suspicion improvements:
1. pull settings from cvars. 2. Fix greet. Fixes #1823
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@@ -13,6 +13,7 @@ using System.Linq;
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using Content.Server.GameObjects.Components.Suspicion;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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@@ -24,20 +25,32 @@ namespace Content.Server.GameTicking.GamePresets
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[Dependency] private readonly IChatManager _chatManager;
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[Dependency] private readonly IGameTicker _gameTicker;
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[Dependency] private readonly IRobustRandom _random;
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[Dependency] private readonly IConfigurationManager _cfg;
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[Dependency] private IPrototypeManager _prototypeManager;
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#pragma warning restore 649
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public int MinPlayers { get; set; } = 5;
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public int MinTraitors { get; set; } = 2;
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public int PlayersPerTraitor { get; set; } = 5;
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public int MinPlayers { get; set; }
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public int MinTraitors { get; set; }
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public int PlayersPerTraitor { get; set; }
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public override bool DisallowLateJoin => true;
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private static string TraitorID = "SuspicionTraitor";
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private static string InnocentID = "SuspicionInnocent";
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public static void RegisterCVars(IConfigurationManager cfg)
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{
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cfg.RegisterCVar("game.suspicion_min_players", 5);
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cfg.RegisterCVar("game.suspicion_min_traitors", 2);
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cfg.RegisterCVar("game.suspicion_players_per_traitor", 5);
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}
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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MinPlayers = _cfg.GetCVar<int>("game.suspicion_min_players");
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MinTraitors = _cfg.GetCVar<int>("game.suspicion_min_traitors");
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PlayersPerTraitor = _cfg.GetCVar<int>("game.suspicion_players_per_traitor");
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if (!force && readyPlayers.Count < MinPlayers)
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{
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_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
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@@ -71,6 +84,8 @@ namespace Content.Server.GameTicking.GamePresets
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var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
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MinTraitors, readyPlayers.Count);
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var traitors = new List<SuspicionTraitorRole>();
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for (var i = 0; i < numTraitors; i++)
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{
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IPlayerSession traitor;
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@@ -87,7 +102,9 @@ namespace Content.Server.GameTicking.GamePresets
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}
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var mind = traitor.Data.ContentData().Mind;
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
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mind.AddRole(new SuspicionTraitorRole(mind, antagPrototype));
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var traitorRole = new SuspicionTraitorRole(mind, antagPrototype);
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mind.AddRole(traitorRole);
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traitors.Add(traitorRole);
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}
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foreach (var player in list)
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@@ -97,6 +114,11 @@ namespace Content.Server.GameTicking.GamePresets
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mind.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
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}
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foreach (var traitor in traitors)
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{
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traitor.GreetSuspicion(traitors, _chatManager);
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}
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_gameTicker.AddGameRule<RuleSuspicion>();
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return true;
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}
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@@ -134,6 +134,8 @@ namespace Content.Server.GameTicking
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_configurationManager.RegisterCVar("game.defaultpreset", "Suspicion", CVar.ARCHIVE);
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_configurationManager.RegisterCVar("game.fallbackpreset", "Sandbox", CVar.ARCHIVE);
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PresetSuspicion.RegisterCVars(_configurationManager);
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_playerManager.PlayerStatusChanged += _handlePlayerStatusChanged;
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_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby));
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@@ -1,9 +1,8 @@
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using Content.Server.GameObjects.Components.Suspicion;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Mobs.Roles
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{
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@@ -22,26 +21,25 @@ namespace Content.Server.Mobs.Roles
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public string Objective => Prototype.Objective;
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public override bool Antagonist { get; }
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public override void Greet()
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public void GreetSuspicion(List<SuspicionTraitorRole> traitors, IChatManager chatMgr)
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{
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base.Greet();
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chatMgr.DispatchServerMessage(Mind.Session, Loc.GetString("You're a {0}!", Name));
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chatMgr.DispatchServerMessage(Mind.Session, Loc.GetString("Objective: {0}", Objective));
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var chat = IoCManager.Resolve<IChatManager>();
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chat.DispatchServerMessage(Mind.Session, $"You're a {Name}!");
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chat.DispatchServerMessage(Mind.Session, $"Objective: {Objective}");
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var traitors = "";
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foreach (var sus in IoCManager.Resolve<IComponentManager>().EntityQuery<SuspicionRoleComponent>())
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if (traitors.Count == 1)
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{
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if (!sus.IsTraitor()) continue;
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if (traitors.Length > 0)
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traitors += $", {sus.Owner.Name}";
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else
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traitors += sus.Owner.Name;
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// Only traitor.
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chatMgr.DispatchServerMessage(Mind.Session, Loc.GetString("You're on your own. Good luck!"));
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return;
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}
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chat.DispatchServerMessage(Mind.Session, $"The traitors are: {traitors}");
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var text = string.Join(", ", traitors.Where(p => p != this).Select(p => p.Mind.CharacterName));
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var pluralText = Loc.GetPluralString("Your partner in crime is: {0}",
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"Your partners in crime are: {0}",
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traitors.Count-1, text);
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chatMgr.DispatchServerMessage(Mind.Session, pluralText);
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}
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}
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}
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